\chapter{Applying Vibration Patterns in a Multiplayer Game}
%\subsection{Using Knowledge Gained from the Controller Experiment}
The controller experiment investigated the five vibration patterns mentioned in Section \ref{VibPatterns}. However, the experiment was conducted in a neutral context, in order to achieve context-independent results that could in theory be used for multiple types of applications.

Looking at the results, it has been decided to make further investigations by using a multiplayer game as the context. For this project, it was chosen to develop a fast-paced action platforming game. Having Figure \ref{fig:VibrationGroupings} in mind, it was hypothesized that the vibration patterns that fit the pacing of an action game best would be either the \textit{right-left} pattern or the \textit{interval} pattern. The \textit{right-left} pattern is superior in both speed and difficulty, but lacks in concealing the vibrations. It also has some limitations in how much information it can deliver. On the other hand, there is the \textit{interval} pattern, which is superior in concealment and closely follows the lead in both speed and difficulty.

To scope the project, it was chosen to only look at a single pattern. Consequently, the \textit{interval} pattern was deemed to be adequate for delivering asymmetric information in a fast-paced multiplayer game. In the future, it might be possible to look at other patterns or even combinations of them, but for now, only the \textit{interval} pattern will be utilized for this specific multiplayer game.

This chapter explains the process of developing said game and how the knowledge gained from the previous experiments informed the game's design. The game ended up being \textit{Flow Hunters} (see Figure \ref{fig:gameScreen}).

\section{Designing the Game}
As written in Section \ref{initialProblem}, the goal was to develop a multiplayer game centred around a single screen. Furthermore, the game should emphasize the possibility to deliver asymmetric information through the \textit{interval} vibration pattern. \textit{Flow Hunters} is an arena-based game where two to four players compete against each other by completing various missions to gain "flow points".

\begin{figure}[htbp]
\centering
\includegraphics[width=0.90\textwidth]{Pictures/Design/Action_screenshot}
\caption{\textit{Flow Hunters} is an arena-based game where players strive to complete one of four missions: killing a player; defending a player; charging a zone; delivering intel.}
\label{fig:gameScreen}
\end{figure}

The missions are delivered through the \textit{interval} vibrations. They tell the players what to do, e.g\ kill \textit{somebody}. Likewise, a target list is available through the same vibration pattern and tell players to whom/what they should do their mission, e.g.\ that they should kill the \textit{red} player.

As learned from the preliminary experiment, players should have freedom to choose when they want to receive their missions/targets. Therefore, they decide themselves when they want to receive the vibrations by pressing up or down on the controller's D-pad (see Figure \ref{fig:newMissionReady}). By pressing up, players receive their mission, and by pressing down they receive their target. All missions have targets, so it is necessary to use both. However, it is not possible to receive two patterns at the same time, so players have to wait for one pattern to finish before listening for the next.

\begin{figure}[htbp]
\centering
\includegraphics[width=0.30\textwidth]{Pictures/Design/newMissionReady}
\caption{When a player completes a mission, a tooltip reminds him that he should press press up and down on the D-pad.}
\label{fig:newMissionReady}
\end{figure}

The game includes a total of four different missions, each delivered through vibrations:

\begin{itemize}
\item Kill PLAYER
\item Defend PLAYER
\item Stay in ZONE
\item Move intel to BASE
\end{itemize}

To help indicate what each of the \textit{interval} vibrations mean, a graphical interface has been implemented in the top and bottom of the screen. The upper shows a list of the available missions (Figure \ref{fig:missionBar}), whereas the lower shows the available targets (Figure \ref{fig:targetBar}). Additionally, each interface contain small white circles that indicate the number of vibration repetitions (1-4).

For instance, if a player presses up on the D-pad and receives two vibrations, he needs to complete the mission located at the label with two circles. If he then presses down on the D-pad and receives three vibrations, he knows that his target is the player with the corresponding color. In the case of Figure \ref{fig:gameScreen}, receiving mission number two and target number three can be translated into having the \textit{Kill mission} with the \textit{Green target}. In other words, his goal is to kill the green player. Depending on the mission, the target can also be an object instead of a player, e.g.\ the \textit{Intel mission} is about stealing an intel. Depending on the color of the target, the player should deliver the intel to either the \textit{green} computer terminal or the \textit{red} computer terminal. The missions are shuffled from round to round, meaning that they don't have the same vibration pattern each time.

\begin{figure}[htbp]
\centering
\includegraphics[width=0.80\textwidth]{Pictures/Design/Mission_Bar}
\caption{The upper interface shows the available missions. The white circles located beneath each mission indicate the number of repetitions of the vibration.}
\label{fig:missionBar}
\end{figure}

\begin{figure}[htbp]
\centering
\includegraphics[width=0.80\textwidth]{Pictures/Design/Target_Bar}
\caption{The lower interface shows the available targets. The white circles located beneath each target indicate the number of repetitions of the vibration.}
\label{fig:targetBar}
\end{figure}

The interfaces have been placed in the top and the bottom of the screen to create a natural mapping from controller to screen. Pressing up on the D-pad requires the player to look at the top of the screen; pressing down requires to look at the bottom of the screen.

\textit{Flow Hunters} was created with the theory from Section \ref{asymmetricInfo} in mind. As players receive individual information throughout the game, there is a big focus on both \textit{imperfect information} and \textit{asymmetric information}. For instance, the players can see the entire playing field, as well as the other players, but their missions and targets are kept hidden from each other. Everything but players' missions is public information. This opens up for the possibility of \textit{faulty information} and \textit{uncertainty of information}, in the sense that players can trick each other into thinking that they have one specific mission, while in fact they have a completely different mission. This also means that the consequences of player actions become more unpredictable, as players can't plan ahead (\textit{limited foresight}). 